@Augen
Yes, we agree as well.. Although the designer derived most of his inspiration from UT and Quake, we agree completly to loose the "horn-like" appearance. Like I had said in the post, these are merely levels he had thrown together for testing purposes...
@Everyone else
The tools to create those (those particular screenshots) was max 5. The screen shots are from in-game, however the levels (And the lightmaps) were created in max 5 in a matter of a few hours a level. The lightmaper I am working on is on the verge of resembling the same. Although it isn't quite finished yet (for all practicle purposes), it does almost as well as the max 5 baking technique we used in the above screenshots. The entire reason behind using a custom lightmapper is because Max5 doesnt use the second UV set, and thus, has to bake the entire map as a complete map (texture and lightmap), this doesnt allow for the detail in the texture to show when it comes to tiling. With using the second UV set, we can still get the desired detail of the texture when its tiled.
Still more to come as we work out the bugs in the engine.
Thanks for the compliments guys, and thanks for the criticing as well. We all have our certain amount of ego, however we still enjoy honest opinions about our work. Although even the polys max out at about 45,000 (in rodeo), we still get a great FPS rate on a Geforce 2 MX. Still, we arent yet allowing for anywheres up to 20 1200 poly animated models, and a few weapons at around 800 polys a piece. There is more in store though for the levels (not necessarily these), the lightmapper I am designing is also going to do a VIS breakdown of the entire level (into a predetermined amount of zones, which will give me the basis of a bsp tree). This in itself will allow for a much greater amount of polys per level (when we actually get the demo levels completed).
Yes, we agree as well.. Although the designer derived most of his inspiration from UT and Quake, we agree completly to loose the "horn-like" appearance. Like I had said in the post, these are merely levels he had thrown together for testing purposes...
@Everyone else
The tools to create those (those particular screenshots) was max 5. The screen shots are from in-game, however the levels (And the lightmaps) were created in max 5 in a matter of a few hours a level. The lightmaper I am working on is on the verge of resembling the same. Although it isn't quite finished yet (for all practicle purposes), it does almost as well as the max 5 baking technique we used in the above screenshots. The entire reason behind using a custom lightmapper is because Max5 doesnt use the second UV set, and thus, has to bake the entire map as a complete map (texture and lightmap), this doesnt allow for the detail in the texture to show when it comes to tiling. With using the second UV set, we can still get the desired detail of the texture when its tiled.
Still more to come as we work out the bugs in the engine.
Thanks for the compliments guys, and thanks for the criticing as well. We all have our certain amount of ego, however we still enjoy honest opinions about our work. Although even the polys max out at about 45,000 (in rodeo), we still get a great FPS rate on a Geforce 2 MX. Still, we arent yet allowing for anywheres up to 20 1200 poly animated models, and a few weapons at around 800 polys a piece. There is more in store though for the levels (not necessarily these), the lightmapper I am designing is also going to do a VIS breakdown of the entire level (into a predetermined amount of zones, which will give me the basis of a bsp tree). This in itself will allow for a much greater amount of polys per level (when we actually get the demo levels completed).